Energy swords and other transforming energy weapons are now subtypes of transforming weapons (#2049)
This commit is contained in:
committed by
kevinz000
parent
7a173b95ed
commit
bbc28aa856
@@ -384,7 +384,7 @@
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/area/awaymission/spacebattle/syndicate3)
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"bt" = (
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/obj/structure/table/reinforced,
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/obj/item/weapon/melee/energy/sword/saber/red,
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/obj/item/weapon/melee/transforming/energy/sword/saber/red,
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/turf/open/floor/mineral/plastitanium,
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/area/awaymission/spacebattle/syndicate1)
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"bu" = (
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@@ -1479,7 +1479,7 @@
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/area/awaymission/spacebattle/cruiser)
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"eW" = (
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/obj/effect/mob_spawn/human/syndicatesoldier,
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/obj/item/weapon/melee/energy/sword/saber/red,
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/obj/item/weapon/melee/transforming/energy/sword/saber/red,
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/obj/effect/decal/cleanable/blood,
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/turf/open/floor/plasteel,
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/area/awaymission/spacebattle/cruiser)
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@@ -2099,7 +2099,7 @@
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/obj/item/clothing/suit/armor/tdome/red,
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/obj/item/clothing/head/helmet/thunderdome,
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/obj/item/weapon/melee/baton/loaded,
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/obj/item/weapon/melee/energy/sword/saber/red,
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/obj/item/weapon/melee/transforming/energy/sword/saber/red,
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/obj/effect/turf_decal/stripes/line{
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dir = 4
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},
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@@ -2136,7 +2136,7 @@
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/obj/item/clothing/suit/armor/tdome/green,
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/obj/item/clothing/head/helmet/thunderdome,
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/obj/item/weapon/melee/baton/loaded,
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/obj/item/weapon/melee/energy/sword/saber/green,
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/obj/item/weapon/melee/transforming/energy/sword/saber/green,
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/obj/effect/turf_decal/stripes/line{
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dir = 8
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},
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@@ -11705,7 +11705,7 @@
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/obj/item/clothing/suit/armor/tdome/red,
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/obj/item/clothing/head/helmet/thunderdome,
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/obj/item/weapon/melee/baton/loaded,
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/obj/item/weapon/melee/energy/sword/saber/red,
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/obj/item/weapon/melee/transforming/energy/sword/saber/red,
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/obj/effect/turf_decal/stripes/line{
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dir = 4
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},
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@@ -11825,7 +11825,7 @@
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/obj/item/clothing/suit/armor/tdome/green,
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/obj/item/clothing/head/helmet/thunderdome,
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/obj/item/weapon/melee/baton/loaded,
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/obj/item/weapon/melee/energy/sword/saber/green,
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/obj/item/weapon/melee/transforming/energy/sword/saber/green,
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/obj/effect/turf_decal/stripes/line{
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dir = 8
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},
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@@ -237,7 +237,7 @@
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w_class = WEIGHT_CLASS_SMALL
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add_fingerprint(user)
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// Copied from /obj/item/weapon/melee/energy/sword/attackby
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// Copied from /obj/item/weapon/melee/transforming/energy/sword/attackby
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/obj/item/toy/sword/attackby(obj/item/weapon/W, mob/living/user, params)
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if(istype(W, /obj/item/toy/sword))
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if((W.flags & NODROP) || (flags & NODROP))
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@@ -1,46 +1,63 @@
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/obj/item/weapon/melee/energy
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var/active = 0
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var/force_on = 30 //force when active
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var/throwforce_on = 20
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var/icon_state_on = "axe1"
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/list/possible_colors
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w_class = WEIGHT_CLASS_SMALL
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sharpness = IS_SHARP
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var/w_class_on = WEIGHT_CLASS_BULKY
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/obj/item/weapon/melee/transforming/energy
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hitsound_on = 'sound/weapons/blade1.ogg'
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heat = 3500
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max_integrity = 200
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
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resistance_flags = FIRE_PROOF
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var/brightness_on = 3
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/obj/item/weapon/melee/energy/Initialize()
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/obj/item/weapon/melee/transforming/energy/Initialize()
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. = ..()
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if(LAZYLEN(possible_colors))
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item_color = pick(possible_colors)
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switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
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if("red")
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light_color = LIGHT_COLOR_RED
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if("green")
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light_color = LIGHT_COLOR_GREEN
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if("blue")
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light_color = LIGHT_COLOR_LIGHT_CYAN
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if("purple")
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light_color = LIGHT_COLOR_LAVENDER
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if(active)
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set_light(brightness_on)
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START_PROCESSING(SSobj, src)
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/obj/item/weapon/melee/energy/suicide_act(mob/user)
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/obj/item/weapon/melee/transforming/energy/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/weapon/melee/transforming/energy/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
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return (BRUTELOSS|FIRELOSS)
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/obj/item/weapon/melee/energy/add_blood(list/blood_dna)
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/obj/item/weapon/melee/transforming/energy/add_blood(list/blood_dna)
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return 0
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/obj/item/weapon/melee/energy/is_sharp()
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/obj/item/weapon/melee/transforming/energy/is_sharp()
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return active * sharpness
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/obj/item/weapon/melee/energy/axe
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/obj/item/weapon/melee/transforming/energy/process()
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open_flame()
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/obj/item/weapon/melee/transforming/energy/transform_weapon(mob/living/user, supress_message_text)
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. = ..()
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if(.)
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if(active)
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if(item_color)
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icon_state = "sword[item_color]"
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START_PROCESSING(SSobj, src)
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set_light(brightness_on)
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else
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STOP_PROCESSING(SSobj, src)
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set_light(0)
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/obj/item/weapon/melee/transforming/energy/is_hot()
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return active * heat
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/obj/item/weapon/melee/transforming/energy/ignition_effect(atom/A, mob/user)
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if(!active)
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return ""
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var/in_mouth = ""
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(C.wear_mask == src)
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in_mouth = ", barely missing their nose"
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. = "<span class='warning'>[user] swings their [src][in_mouth]. They light [A] in the process.</span>"
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playsound(loc, hitsound, get_clamped_volume(), 1, -1)
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add_fingerprint(user)
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/obj/item/weapon/melee/transforming/energy/axe
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name = "energy axe"
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desc = "An energized battle axe."
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icon_state = "axe0"
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@@ -56,21 +73,22 @@
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flags = CONDUCT
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armour_penetration = 100
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origin_tech = "combat=4;magnets=3"
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
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attack_verb_on = list()
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light_color = "#40ceff"
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/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
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/obj/item/weapon/melee/transforming/energy/axe/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS|FIRELOSS)
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/obj/item/weapon/melee/energy/sword
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/obj/item/weapon/melee/transforming/energy/sword
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name = "energy sword"
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desc = "May the force be within you."
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icon_state = "sword0"
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force = 3
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throwforce = 5
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hitsound = "swing_hit" //it starts deactivated
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attack_verb_off = list("tapped", "poked")
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throw_speed = 3
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throw_range = 5
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sharpness = IS_SHARP
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@@ -79,93 +97,30 @@
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armour_penetration = 35
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origin_tech = "combat=3;magnets=4;syndicate=4"
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block_chance = 50
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possible_colors = list("red", "blue", "green", "purple")
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var/hacked = FALSE
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/obj/item/weapon/melee/energy/sword/Destroy()
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STOP_PROCESSING(SSobj, src)
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/obj/item/weapon/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
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. = ..()
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if(. && active && item_color)
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icon_state = "sword[item_color]"
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/obj/item/weapon/melee/energy/sword/process()
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if(active)
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if(hacked)
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light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
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open_flame()
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else
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STOP_PROCESSING(SSobj, src)
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/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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/obj/item/weapon/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
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if(user.disabilities & CLUMSY && prob(50))
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to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
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user.take_bodypart_damage(5,5)
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active = !active
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if (active)
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force = force_on
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throwforce = throwforce_on
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hitsound = 'sound/weapons/blade1.ogg'
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throw_speed = 4
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if(attack_verb_on.len)
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attack_verb = attack_verb_on
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if(!item_color)
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icon_state = icon_state_on
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else
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icon_state = "sword[item_color]"
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w_class = w_class_on
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playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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START_PROCESSING(SSobj, src)
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set_light(brightness_on)
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else
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force = initial(force)
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throwforce = initial(throwforce)
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hitsound = initial(hitsound)
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throw_speed = initial(throw_speed)
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if(attack_verb_on.len)
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attack_verb = list()
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icon_state = initial(icon_state)
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w_class = initial(w_class)
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playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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STOP_PROCESSING(SSobj, src)
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set_light(0)
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add_fingerprint(user)
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/obj/item/weapon/melee/energy/is_hot()
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return active * heat
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/obj/item/weapon/melee/energy/ignition_effect(atom/A, mob/user)
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if(!active)
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return ""
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var/in_mouth = ""
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(C.wear_mask == src)
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in_mouth = ", barely missing their nose"
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. = "<span class='warning'>[user] swings their \
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[src][in_mouth]. They light [A] in the process.</span>"
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playsound(loc, hitsound, get_clamped_volume(), 1, -1)
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add_fingerprint(user)
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/obj/item/weapon/melee/energy/sword/cyborg
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/obj/item/weapon/melee/transforming/energy/sword/cyborg
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var/hitcost = 50
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/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
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/obj/item/weapon/melee/transforming/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
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if(R.cell)
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var/obj/item/weapon/stock_parts/cell/C = R.cell
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if(active && !(C.use(hitcost)))
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attack_self(R)
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to_chat(R, "<span class='notice'>It's out of charge!</span>")
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return
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..()
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return
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return ..()
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/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
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/obj/item/weapon/melee/transforming/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
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name = "energy saw"
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desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
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icon_state = "esaw"
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@@ -176,36 +131,44 @@
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icon_state = "esaw_0"
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icon_state_on = "esaw_1"
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hitcost = 75 //Costs more than a standard cyborg esword
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item_color = null
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w_class = WEIGHT_CLASS_NORMAL
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sharpness = IS_SHARP
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light_color = "#40ceff"
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possible_colors = null
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/obj/item/weapon/melee/energy/sword/cyborg/saw/Initialize()
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. = ..()
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icon_state = "esaw_0"
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item_color = null
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/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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/obj/item/weapon/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return 0
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/obj/item/weapon/melee/energy/sword/saber
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/obj/item/weapon/melee/transforming/energy/sword/saber
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var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
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var/hacked = FALSE
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/obj/item/weapon/melee/energy/sword/saber/blue
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possible_colors = list("blue")
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/obj/item/weapon/melee/transforming/energy/sword/saber/Initialize(mapload)
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. = ..()
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if(LAZYLEN(possible_colors))
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var/set_color = pick(possible_colors)
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item_color = set_color
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light_color = possible_colors[set_color]
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/obj/item/weapon/melee/energy/sword/saber/purple
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possible_colors = list("purple")
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/obj/item/weapon/melee/transforming/energy/sword/saber/process()
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. = ..()
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if(hacked)
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var/set_color = pick(possible_colors)
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light_color = possible_colors[set_color]
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update_light()
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/obj/item/weapon/melee/energy/sword/saber/green
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possible_colors = list("green")
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/obj/item/weapon/melee/transforming/energy/sword/saber/red
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possible_colors = list("red" = LIGHT_COLOR_RED)
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/obj/item/weapon/melee/energy/sword/saber/red
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possible_colors = list("red")
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/obj/item/weapon/melee/transforming/energy/sword/saber/blue
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possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
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/obj/item/weapon/melee/transforming/energy/sword/saber/green
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possible_colors = list("green" = LIGHT_COLOR_GREEN)
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/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
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/obj/item/weapon/melee/transforming/energy/sword/saber/purple
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possible_colors = list("purple" = LIGHT_COLOR_LAVENDER)
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/obj/item/weapon/melee/transforming/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
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if(istype(W, /obj/item/device/multitool))
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if(!hacked)
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hacked = TRUE
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@@ -220,21 +183,21 @@
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else
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return ..()
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/obj/item/weapon/melee/energy/sword/pirate
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/obj/item/weapon/melee/transforming/energy/sword/pirate
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name = "energy cutlass"
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desc = "Arrrr matey."
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icon_state = "cutlass0"
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icon_state_on = "cutlass1"
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light_color = "#ff0000"
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/obj/item/weapon/melee/energy/blade
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/obj/item/weapon/melee/transforming/energy/blade
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name = "energy blade"
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desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
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icon_state = "blade"
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force = 30 //Normal attacks deal esword damage
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force = 30 //Normal attacks deal esword damage
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hitsound = 'sound/weapons/blade1.ogg'
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active = 1
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throwforce = 1//Throwing or dropping the item deletes it.
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throwforce = 1 //Throwing or dropping the item deletes it.
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throw_speed = 3
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throw_range = 1
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w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
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@@ -242,16 +205,16 @@
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sharpness = IS_SHARP
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//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
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/obj/item/weapon/melee/energy/blade/Initialize()
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/obj/item/weapon/melee/transforming/energy/blade/Initialize()
|
||||
. = ..()
|
||||
spark_system = new /datum/effect_system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
|
||||
/obj/item/weapon/melee/transforming/energy/blade/transform_weapon(mob/living/user, supress_message_text)
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/hardlight
|
||||
/obj/item/weapon/melee/transforming/energy/blade/hardlight
|
||||
name = "hardlight blade"
|
||||
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
|
||||
icon_state = "lightblade"
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
|
||||
/obj/item/weapon/melee/transforming/attack(mob/living/target, mob/living/carbon/human/user)
|
||||
var/nemesis_faction = FALSE
|
||||
if(nemesis_factions.len)
|
||||
if(LAZYLEN(nemesis_factions))
|
||||
for(var/F in target.faction)
|
||||
if(F in nemesis_factions)
|
||||
nemesis_faction = TRUE
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
if(requires_sharpness && !I.sharpness)
|
||||
to_chat(user, "<span class='notice'>You can only sharpen items that are already sharp, such as knives.</span>")
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/melee/energy))
|
||||
if(istype(I, /obj/item/weapon/melee/transforming/energy))
|
||||
to_chat(user, "<span class='notice'>You don't think \the [I] will be the thing getting modified if you use it on \the [src].</span>")
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
new /obj/item/clothing/under/suit_jacket/really_black(src)
|
||||
|
||||
if("murder") // 28 tc now
|
||||
new /obj/item/weapon/melee/energy/sword/saber(src)
|
||||
new /obj/item/weapon/melee/transforming/energy/sword/saber(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/clothing/shoes/chameleon(src)
|
||||
|
||||
@@ -360,7 +360,7 @@
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/ignition_effect(atom/A, mob/user)
|
||||
// same as /obj/item/weapon/melee/energy, mostly
|
||||
// same as /obj/item/weapon/melee/transforming/energy, mostly
|
||||
if(!wielded)
|
||||
return ""
|
||||
var/in_mouth = ""
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/clothing/suit/armor/tdome/red(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/melee/energy/sword/saber(src)
|
||||
new /obj/item/weapon/melee/transforming/energy/sword/saber(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/energy/laser(src)
|
||||
for(var/i in 1 to 3)
|
||||
@@ -82,7 +82,7 @@
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/clothing/suit/armor/tdome/green(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/melee/energy/sword/saber(src)
|
||||
new /obj/item/weapon/melee/transforming/energy/sword/saber(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/energy/laser(src)
|
||||
for(var/i in 1 to 3)
|
||||
|
||||
@@ -442,7 +442,7 @@
|
||||
|
||||
/datum/outfit/syndicate_empty/SBC/assault/captain
|
||||
name = "Syndicate Battlecruiser Captain"
|
||||
l_pocket = /obj/item/weapon/melee/energy/sword/saber/red
|
||||
l_pocket = /obj/item/weapon/melee/transforming/energy/sword/saber/red
|
||||
r_pocket = /obj/item/weapon/melee/classic_baton/telescopic
|
||||
suit = /obj/item/clothing/suit/armor/vest/capcarapace/syndicate
|
||||
suit_store = /obj/item/weapon/gun/ballistic/revolver/mateba
|
||||
|
||||
@@ -104,7 +104,7 @@
|
||||
/obj/item/weapon/dnainjector/lasereyesmut = 7,
|
||||
/obj/item/weapon/gun/magic/wand/fireball/inert = 3,
|
||||
/obj/item/weapon/pneumatic_cannon = 15,
|
||||
/obj/item/weapon/melee/energy/sword = 7,
|
||||
/obj/item/weapon/melee/transforming/energy/sword = 7,
|
||||
/obj/item/weapon/spellbook/oneuse/knock = 15,
|
||||
/obj/item/weapon/spellbook/oneuse/summonitem = 20,
|
||||
/obj/item/weapon/spellbook/oneuse/forcewall = 17,
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
/obj/item/weapon/melee/baton/loaded=1,\
|
||||
/obj/item/clothing/mask/gas/sechailer/swat=1,\
|
||||
/obj/item/weapon/gun/energy/pulse/pistol/loyalpin=1)
|
||||
l_pocket = /obj/item/weapon/melee/energy/sword/saber
|
||||
l_pocket = /obj/item/weapon/melee/transforming/energy/sword/saber
|
||||
|
||||
/datum/outfit/ert/security
|
||||
name = "ERT Security"
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
head = /obj/item/clothing/head/bandana
|
||||
glasses = /obj/item/clothing/glasses/eyepatch
|
||||
r_hand = /obj/item/weapon/melee/energy/sword/pirate
|
||||
r_hand = /obj/item/weapon/melee/transforming/energy/sword/pirate
|
||||
|
||||
/datum/outfit/pirate/space
|
||||
name = "Space Pirate"
|
||||
@@ -147,7 +147,7 @@
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
ears = /obj/item/device/radio/headset
|
||||
glasses = /obj/item/clothing/glasses/sunglasses
|
||||
l_pocket = /obj/item/weapon/melee/energy/sword/saber
|
||||
l_pocket = /obj/item/weapon/melee/transforming/energy/sword/saber
|
||||
l_hand = /obj/item/weapon/storage/secure/briefcase
|
||||
id = /obj/item/weapon/card/id/syndicate
|
||||
belt = /obj/item/device/pda/heads
|
||||
@@ -344,7 +344,7 @@
|
||||
mask = /obj/item/clothing/mask/gas/sechailer/swat
|
||||
glasses = /obj/item/clothing/glasses/hud/toggle/thermal
|
||||
back = /obj/item/weapon/storage/backpack/security
|
||||
l_pocket = /obj/item/weapon/melee/energy/sword/saber
|
||||
l_pocket = /obj/item/weapon/melee/transforming/energy/sword/saber
|
||||
r_pocket = /obj/item/weapon/shield/energy
|
||||
suit_store = /obj/item/weapon/tank/internals/emergency_oxygen
|
||||
belt = /obj/item/weapon/gun/ballistic/revolver/mateba
|
||||
|
||||
@@ -304,7 +304,7 @@
|
||||
item_color = "syndi"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/transforming/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
|
||||
jetpack = /obj/item/weapon/tank/jetpack/suit
|
||||
|
||||
@@ -698,7 +698,7 @@
|
||||
item_state = "syndie_hardsuit"
|
||||
item_color = "syndi"
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/transforming/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
|
||||
slowdown = 0
|
||||
|
||||
|
||||
@@ -146,7 +146,7 @@ Contains:
|
||||
item_state = "pirate"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
flags_inv = 0
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals, /obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals, /obj/item/weapon/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
|
||||
slowdown = 0
|
||||
armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75)
|
||||
strip_delay = 40
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
/obj/item/clothing/suit/space/eva/plasmaman
|
||||
name = "EVA plasma envirosuit"
|
||||
desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like it's smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges."
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/transforming/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75)
|
||||
resistance_flags = FIRE_PROOF
|
||||
icon_state = "plasmaman_suit"
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
item_state = "space_suit_syndicate"
|
||||
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/transforming/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85)
|
||||
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
allowed = list(/obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
|
||||
allowed = list(/obj/item/weapon/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
|
||||
|
||||
/obj/item/clothing/suit/pirate/captain
|
||||
name = "pirate captain coat"
|
||||
|
||||
@@ -529,7 +529,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
|
||||
return
|
||||
|
||||
var/static/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/ballistic, /obj/item/ammo_box/a357,\
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow, /obj/item/weapon/melee/energy/sword/saber,\
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow, /obj/item/weapon/melee/transforming/energy/sword/saber,\
|
||||
/obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/box/emps,\
|
||||
/obj/item/weapon/cartridge/virus/syndicate, /obj/item/clothing/under/chameleon,\
|
||||
/obj/item/clothing/shoes/chameleon, /obj/item/weapon/card/id/syndicate,\
|
||||
|
||||
@@ -246,7 +246,7 @@
|
||||
/obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg,
|
||||
/obj/item/weapon/soap/nanotrasen,
|
||||
/obj/item/borg/cyborghug)
|
||||
emag_modules = list(/obj/item/weapon/melee/energy/sword/cyborg)
|
||||
emag_modules = list(/obj/item/weapon/melee/transforming/energy/sword/cyborg)
|
||||
ratvar_modules = list(
|
||||
/obj/item/clockwork/slab/cyborg,
|
||||
/obj/item/clockwork/ratvarian_spear/cyborg,
|
||||
@@ -590,7 +590,7 @@
|
||||
name = "Syndicate Assault"
|
||||
basic_modules = list(
|
||||
/obj/item/device/assembly/flash/cyborg,
|
||||
/obj/item/weapon/melee/energy/sword/cyborg,
|
||||
/obj/item/weapon/melee/transforming/energy/sword/cyborg,
|
||||
/obj/item/weapon/gun/energy/printer,
|
||||
/obj/item/weapon/gun/ballistic/revolver/grenadelauncher/cyborg,
|
||||
/obj/item/weapon/card/emag,
|
||||
@@ -617,7 +617,7 @@
|
||||
/obj/item/weapon/hemostat,
|
||||
/obj/item/weapon/cautery,
|
||||
/obj/item/weapon/scalpel,
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw,
|
||||
/obj/item/weapon/melee/transforming/energy/sword/cyborg/saw,
|
||||
/obj/item/roller/robo,
|
||||
/obj/item/weapon/card/emag,
|
||||
/obj/item/weapon/crowbar/cyborg,
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
unsuitable_atmos_damage = 15
|
||||
speak_emote = list("yarrs")
|
||||
loot = list(/obj/effect/mob_spawn/human/corpse/pirate,
|
||||
/obj/item/weapon/melee/energy/sword/pirate)
|
||||
/obj/item/weapon/melee/transforming/energy/sword/pirate)
|
||||
del_on_death = 1
|
||||
faction = list("pirate")
|
||||
|
||||
|
||||
@@ -278,8 +278,8 @@
|
||||
..()
|
||||
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
|
||||
chamber_round()
|
||||
if(istype(A, /obj/item/weapon/melee/energy))
|
||||
var/obj/item/weapon/melee/energy/W = A
|
||||
if(istype(A, /obj/item/weapon/melee/transforming/energy))
|
||||
var/obj/item/weapon/melee/transforming/energy/W = A
|
||||
if(W.active)
|
||||
sawoff(user)
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/gun/energy/plasmacutter))
|
||||
|
||||
@@ -89,8 +89,8 @@
|
||||
..()
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/gun/energy/plasmacutter))
|
||||
sawoff(user)
|
||||
if(istype(A, /obj/item/weapon/melee/energy))
|
||||
var/obj/item/weapon/melee/energy/W = A
|
||||
if(istype(A, /obj/item/weapon/melee/transforming/energy))
|
||||
var/obj/item/weapon/melee/transforming/energy/W = A
|
||||
if(W.active)
|
||||
sawoff(user)
|
||||
|
||||
|
||||
@@ -161,7 +161,7 @@
|
||||
|
||||
/datum/outfit/lavaland_syndicate/comms
|
||||
name = "Lavaland Syndicate Comms Agent"
|
||||
r_hand = /obj/item/weapon/melee/energy/sword/saber
|
||||
r_hand = /obj/item/weapon/melee/transforming/energy/sword/saber
|
||||
mask = /obj/item/clothing/mask/chameleon
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
l_pocket = /obj/item/weapon/card/id/syndicate/anyone
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
/datum/surgery_step/sever_limb
|
||||
name = "sever limb"
|
||||
implements = list(/obj/item/weapon/scalpel = 100, /obj/item/weapon/circular_saw = 100, /obj/item/weapon/melee/energy/sword/cyborg/saw = 100, /obj/item/weapon/melee/arm_blade = 80, /obj/item/weapon/twohanded/required/chainsaw = 80, /obj/item/weapon/mounted_chainsaw = 80, /obj/item/weapon/twohanded/fireaxe = 50, /obj/item/weapon/hatchet = 40, /obj/item/weapon/kitchen/knife/butcher = 25)
|
||||
implements = list(/obj/item/weapon/scalpel = 100, /obj/item/weapon/circular_saw = 100, /obj/item/weapon/melee/transforming/energy/sword/cyborg/saw = 100, /obj/item/weapon/melee/arm_blade = 80, /obj/item/weapon/twohanded/required/chainsaw = 80, /obj/item/weapon/mounted_chainsaw = 80, /obj/item/weapon/twohanded/fireaxe = 50, /obj/item/weapon/hatchet = 40, /obj/item/weapon/kitchen/knife/butcher = 25)
|
||||
time = 64
|
||||
|
||||
/datum/surgery_step/sever_limb/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
//make incision
|
||||
/datum/surgery_step/incise
|
||||
name = "make incision"
|
||||
implements = list(/obj/item/weapon/scalpel = 100, /obj/item/weapon/melee/energy/sword = 75, /obj/item/weapon/kitchen/knife = 65,
|
||||
implements = list(/obj/item/weapon/scalpel = 100, /obj/item/weapon/melee/transforming/energy/sword = 75, /obj/item/weapon/kitchen/knife = 65,
|
||||
/obj/item/weapon/shard = 45, /obj/item = 30) // 30% success with any sharp item.
|
||||
time = 16
|
||||
|
||||
@@ -87,7 +87,7 @@
|
||||
//saw bone
|
||||
/datum/surgery_step/saw
|
||||
name = "saw bone"
|
||||
implements = list(/obj/item/weapon/circular_saw = 100, /obj/item/weapon/melee/energy/sword/cyborg/saw = 100,
|
||||
implements = list(/obj/item/weapon/circular_saw = 100, /obj/item/weapon/melee/transforming/energy/sword/cyborg/saw = 100,
|
||||
/obj/item/weapon/melee/arm_blade = 75, /obj/item/weapon/mounted_chainsaw = 65, /obj/item/weapon/twohanded/required/chainsaw = 50,
|
||||
/obj/item/weapon/twohanded/fireaxe = 50, /obj/item/weapon/hatchet = 35, /obj/item/weapon/kitchen/knife/butcher = 25)
|
||||
time = 54
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
//cut fat
|
||||
/datum/surgery_step/cut_fat
|
||||
name = "cut excess fat"
|
||||
implements = list(/obj/item/weapon/circular_saw = 100, /obj/item/weapon/melee/energy/sword/cyborg/saw = 100, /obj/item/weapon/hatchet = 35, /obj/item/weapon/kitchen/knife/butcher = 25)
|
||||
implements = list(/obj/item/weapon/circular_saw = 100, /obj/item/weapon/melee/transforming/energy/sword/cyborg/saw = 100, /obj/item/weapon/hatchet = 35, /obj/item/weapon/kitchen/knife/butcher = 25)
|
||||
time = 64
|
||||
|
||||
/datum/surgery_step/cut_fat/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
|
||||
@@ -192,7 +192,7 @@
|
||||
/obj/item/organ/cyberimp/arm/esword
|
||||
name = "arm-mounted energy blade"
|
||||
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated enregy."
|
||||
contents = newlist(/obj/item/weapon/melee/energy/blade/hardlight)
|
||||
contents = newlist(/obj/item/weapon/melee/transforming/energy/blade/hardlight)
|
||||
origin_tech = "materials=4;combat=5;biotech=3;powerstorage=2;syndicate=5"
|
||||
|
||||
/obj/item/organ/cyberimp/arm/medibeam
|
||||
@@ -222,7 +222,7 @@
|
||||
/obj/item/organ/cyberimp/arm/combat
|
||||
name = "combat cybernetics implant"
|
||||
desc = "A powerful cybernetic implant that contains combat modules built into the user's arm"
|
||||
contents = newlist(/obj/item/weapon/melee/energy/blade/hardlight, /obj/item/weapon/gun/medbeam, /obj/item/borg/stun, /obj/item/device/assembly/flash/armimplant)
|
||||
contents = newlist(/obj/item/weapon/melee/transforming/energy/blade/hardlight, /obj/item/weapon/gun/medbeam, /obj/item/borg/stun, /obj/item/device/assembly/flash/armimplant)
|
||||
origin_tech = "materials=5;combat=7;biotech=5;powerstorage=5;syndicate=6;programming=5"
|
||||
|
||||
/obj/item/organ/cyberimp/arm/combat/Initialize()
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
/datum/surgery_step/sever_tail
|
||||
name = "sever tail"
|
||||
implements = list(/obj/item/weapon/scalpel = 100, /obj/item/weapon/circular_saw = 100,
|
||||
/obj/item/weapon/melee/sabre = 100, /obj/item/weapon/melee/energy/sword/cyborg/saw = 100,
|
||||
/obj/item/weapon/melee/sabre = 100, /obj/item/weapon/melee/transforming/energy/sword/cyborg/saw = 100,
|
||||
/obj/item/weapon/melee/arm_blade = 80, /obj/item/weapon/twohanded/required/chainsaw = 80,
|
||||
/obj/item/weapon/mounted_chainsaw = 80, /obj/item/weapon/twohanded/fireaxe = 50,
|
||||
/obj/item/weapon/hatchet = 40, /obj/item = 30) // 30% success with any sharp item.
|
||||
|
||||
@@ -280,7 +280,7 @@ GLOBAL_LIST_EMPTY(uplink_items) // Global list so we only initialize this once.
|
||||
name = "Energy Sword"
|
||||
desc = "The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be \
|
||||
pocketed when inactive. Activating it produces a loud, distinctive noise."
|
||||
item = /obj/item/weapon/melee/energy/sword/saber
|
||||
item = /obj/item/weapon/melee/transforming/energy/sword/saber
|
||||
cost = 8
|
||||
|
||||
/datum/uplink_item/dangerous/doublesword
|
||||
|
||||
Reference in New Issue
Block a user